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ISTORY Revision 12 – 11/02/2012 Revision 11 – 06/14/2012 Revision 10 – 04/14/2012 Revision 9 – 03/23/2012 Revision 8 – 02/29/2012 Revision 7 – 01/05/2012 Revision 6 – 10/20/2010 Revision 5 – 02/14/2010 Revision 4 – 01/11/2010 Revision 3 – 10/27/2009 Revision 2 – 10/07/2009 Revision 1 – 08/16/2009

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T

ABLE OF

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ONTENTS

Introduction ... 3 Welcome ... 3 System Overview ... 4 Scales ... 4 Terminology... 4 Resources: ... 5 Characters ... 6

New and Revised Skills ... 6

Origins ... 7 Wildcard’s Edge ... 16 Hindrances ... 16 Background Edges ... 17 New Edges ... 18 Weird Edges ... 21 Modified Edges ... 22

Basic Mech Scale ... 23

Overview ... 23

General Conversion ... 23

Turn Order ... 23

Piloting ... 23

Movement ... 24

Defense and Attacking ... 24

Weapons and Weapon Grouping: ... 26

Advanced Mech Scale ... 29

Overview ... 29 Artillery: ... 29 Battle Armor ... 30 Electronic Warfare ... 31 Mech Quirks ... 33 ProtoMechs ... 34 Special Equipment ... 34 Special Maneuvers ... 37 Equipment ... 39 Introduction ... 39 Traits ... 40 Availability ... 41 Armor ... 42 Battle Armor ... 44

Weapons and Equipment ... 49

Optional and Experimental Rules ... 53

Introduction ... 53

Optional Rules... 53

Experimental Rules ... 54

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I

NTRODUCTION

W

ELCOME

BattleTech is one of the iconic war games of the American gaming scene. While usually overshadowed by more popular miniature games, it has managed to survive countless pitfalls that would have killed many other properties. Starting in the early 1980s, it has since spawned a massive universe of novels, one of the most highly respected video game franchises of the 90s and early 2000s, and countless alternative game play systems to simulate everything from epic space battles to massive army movements to the classic combat of the original game. Unfortunately, the one area that the game seemed to fail on was the RPG front, with the various systems being clunky and overly complex for fun and dynamic table top experience. Further, within the system when you got into a Mech, the rules switched from MechWarrior to BattleTech. While these rules are excellent for a war game, for cooperative RPG play, they can be very slow and learning both systems can be off-putting to new players.

Enter Savage Worlds, an exceedingly modular and flexible RPG that, like BattleTech, is built on a low number-system. Already popular with our gaming group, it had a further advantage of having an inexpensive core rulebook compared to the heavy investment that is BattleTech. The Ninja and Peregry had been

kicking around the idea for years of trying to get the group to play BattleTech, but had always been stopped by the scaling issues associated with the system and the lack of good role-playing supplement. Finally, they struck on the idea merging the two, embracing the Savage World’s mantra of “Fast, Furious, Fun!” while

maintaining as much of BattleTech as possible, though filtered through the pulp science fiction feel of the novels.

Thus was born Savage BattleTech. It did not take long for VaMinion, likely our groups best game master, and Peregry’s little brother, who had one of the best heads for balancing numbers, to join the conversion team. We began by focusing on figuring out Mech combat rules for use with Savage Worlds, focusing on allowing turns to progress faster and actually increasing the lethality of the system to enable kills to occur quicker. This increased lethality was compensated for by making the pilots, now the main player-characters, more important by giving them tricks and edges they can use in their Mechs. Later, as the Mech rules stabilized, classic BattleTech equipment was converted to Savage Worlds rules and the conversion expanded to enable more extensive out of Mech play, with the goal of allowing any type of game set in the BattleTech universe.

So, years later, we present Savage BattleTech, a BattleTech conversion for Savage Worlds.

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S

YSTEM

O

VERVIEW

The population of BattleTech is as wide and varied as the real world, from the farmer, to the factory worker, to the teacher. The area of interest to players though is none of the common everyday jobs, but rather the soldiers, mercenaries,

adventurers and those that aid them in their exploits. Most of all, held in the highest esteem within the Inner Sphere, the Periphery and the Clans, is the MechWarrior: pilots who control enormous legged war machines with more

firepower than a 20th century tank battalion: the BattleMech. Joining them are the

basically suicidal infantry, the less suicidal but still brave battle armored infantry, the crews of conventional vehicles and tanks and the pilots who fly aerospace fighters.

This conversion is oriented towards enabling players to both have adventures within the BattleTech setting, and to pilot the iconic war machines, from

BattleMechs to Aerospace Fighters.

This document contains three main ingredients essential for a Savage

BattleTech campaign. First rules for character creation, including new and revised skills, new Hindrances, Origins for PCs and a host of new Edges. Second,

equipment from the BattleTech setting that supplements replaces and expands the gear outlined in core Savage Worlds, as well as an abstract wealth system to help handle the more modern and complex economy that is owning a multi-ton war machine. Finally, and most importantly, rules for piloting and fighting in the iconic machines of the BattleTech setting.

S

CALES

Savage BattleTech works on two primary scales: Savage Worlds scale and BattleTech scale. Savage Worlds scale runs identically to any normal Savage

Worlds game, though with new setting specific gear. Within this document, activity on this scale will be known as Out of Cockpit scale. BattleTech scale, on the other hand, is generally played using the hex maps and miniatures from the BattleTech war game, and is played with a new set of rules that serve as a total conversion of the BattleTech system into Savage Worlds. This scale is known as “Mech Scale” and uses the rules outlined later in this document.

T

ERMINOLOGY

In Savage BattleTech, the term VCS (Vehicle Control Skill) refers to any of the skills needed for controlling and maneuvering the various fighting machines of the future. For AeroSpace and atmospheric fighters and VTOLs this is the normal Piloting skill. For ground based vehicles and hovercraft, this is the Driving skill. For BattleMechs of all shapes and sizes this is the Mech Piloting skill. If an Edge has a requirement involving VCS, only one of the specific skills need meet those requirements; however, that Edge can only be applied to units that are controlled via that VCS.

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R

ESOURCES

:

ESSENTIAL BOOKS

BattleTech Total Warfare, © Catalyst Game Labs, 2006

Savage Worlds Deluxe Edition, © Pinnacle Entertainment Group, 2011

SUGGESTED BOOKS

BattleTech Strategic Operations, © Catalyst Game Labs, 2009 BattleTech Tactical Operations, © Catalyst Game Labs, 2008

USEFUL SOFTWARE

Solaris Skunk Werks, http://www.solarisskunkwerks.com/

WEBSITES

Official BattleTech Site, http://www.battletech.com/

Official Savage Worlds Site, http://www.peginc.com/

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Design Note: Gunnery and Mech Piloting

Why have the Gunnery skill in SBT when in core Savage worlds mounted weapons are fired using Shooting? Two main reasons: the first is game play balance, as we determined that we did not want a character designed as a MechWarrior to

overshadow a dedicated Infantryman in firing personal weapons, and to build in an obvious cost. The second reason is plain and simple fluff. The firing control systems in BattleTech are very

different from those even in modern tanks, and using them reflects a specific set of skills that are unrelated to Shooting. Likewise, Mech Piloting was created due to both

mechanical balance and the fact that piloting a

BattleMech is a very unique skill that is completely unrelated to driving a tank, car of hovercraft, and involves years of specialized training.

C

HARACTERS

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EW AND

R

EVISED

S

KILLS

Skills in general are from Savage Worlds and are used normally, though a couple skills have been compressed, a handful of skills added and Repair expanded.

NEW SKILLS

Athletics: (Agl)

This skill covers most physical activities, from swimming to climbing. Under circumstances where a Climbing or Swimming skill roll would normally be used, this skill replaces them.

Gunnery: (Smt)

Gunnery is used to resolve any ranged attacks made using mounted weapons on a BattleMech, vehicle or other large, emplaced weapon; from direct laser attacks to indirect missile volleys and everything in between. This skill is primarily an In Cockpit skill, though can come up in Out of Cockpit situations when firing from fixed emplacements that use target control systems similar to those in vehicles.

Hacking: (Smt)

Sometimes various computer systems and security systems need to be broken into. This skill is used to hack into any computer and

computerized systems. When used by a pilot in a vehicle equipped with special communications gear this skill can be used to gather information from passing satellites that might not be normally available to the pilot as well as perform special Electronic Warfare maneuvers as outlined later. Mech Piloting: (Smt)

Mech Piloting is used for any rolls that involve controlling a BattleMech, from advanced maneuvers to maintaining balance when hit. It also is used in resolving physical attacks between BattleMechs. Further, the Defense TN of a Mech is also based off the Mech Piloting skill.

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Design Note: Origins Origins are created using the race rules from Savage Worlds, but unlike races their modifiers

specifically come to a total of 0 rather than a total of +2. This is because all characters in Savage

BattleTech still get a free Novice Edge at character creation, due to being Human. REVISED SKILLS

Repair: (Smt)

Repair is used for any work on vehicles, from customizing weapons and layout, to actual repairs.

Weapon Salvage:

You can use the repair skill to salvage weapons that have taken critical hits but not been completely destroyed. For each critical hit that is damaged, you must make a successful repair roll, with any raises counting as a success on an extra damaged critical slot.

You can reduce the time this salvage takes by rolling all the critical slots at once with only one wild die, similar to the Autofire rules.

If any of the rolls fail, the weapon is rendered useless as if it had taken a single critical hit.

Making Field Repairs:

You can use the Repair skill to make field repairs to weapons that have taken critical hits so long as you have either parts from or a working model of that

weapon. For each damaged critical slot you roll one repair dice for each critical slot you need to repair and only one wild die. A failure means the time and parts used are wasted.

O

RIGINS

Characters are created as per normal Savage Worlds with the addition of having the option of selecting an Origin for the character. Origins reflect the culture they are from. Mechanically, origins are the same as a Race as outlined in Savage Worlds, though may contain some further customization options.

Going into great detail concerning every faction and group within the BattleTech

setting is well outside the scope of this document; however, the BattleTech Wiki

provides an excellent overview. Fundamentally though, humanity can be divided into three main regions: the Inner Sphere, the Periphery and the Clans. Within the Inner Sphere, the cultures can vary wildly from Successor State to Successor State, but the quality of life is generally highest and human civilization the most settled. The Periphery is the frontier of human space, the settled states fewer and pirates roam the space ways raiding colonies with near impunity. Finally the Clans are an almost alien warrior culture founded by the long lost Star League Defense Force after they left the Inner Sphere at the beginning of the Succession Wars, and while very similar at first glance, posses many differences between each Clan.

All characters in Savage BattleTech are human; there are no aliens, only a massive diaspora of humanity. While some cultures seem completely alien to one another, at the end of the day, humans are humans. As such all characters gain a free Novice Edge of their choice, and then gain the additional effects of their origin.

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INNER SPHERE

The cradle of human civilization, centered, literally, on our homeworld: Earth, the Inner Sphere is where the vast majority of humanity lives, divided into the five Great Houses, and a handful of smaller states, these Successor States vie to

reestablish the Star League with their head as the new Star Lord. Origins

Capellan Confederation

Citizens of the Capellan Confederation, a totalitarian state with the trappings of ancient Imperial China, are taught from birth to live their lives for the greater glory of the State and Chancellor. This leads to a fanatical devotion within the population, but a heavily oppressive society.

For the Greater Good: The Capellan obsession with family, the State and honorable living is driven into everyone from birth, giving most from the Confederation the hindrance Code of Honor and the Minor Hindrance of Vow: Serve the Chancellor.

Trapping of Ancient China: Modeled on Ancient China, the Confederation encourages the practice of Martial Arts for all people within its borders, granting them a d6 in Fighting and the Martial Artist edge.

ComStar/Word of Blake

Controlling all interstellar communications ComStar and, when it later split off, the Word of Blake holds the keys to HPGs and other LosTech. Using mystical trappings to make themselves seem more than glorified technicians, they keep communications open, but often work towards their own goals.

Secret Keepers of Technology: Members of ComStar and Word of Blake are under strict training to not reveal secrets to the outside world; as such members have a Major Hindrance in

Vow: To Keep the Secrets of the Order. Further, they cannot take the hindrances Big Mouth or All Thumbs.

Technical Training: As keepers of LosTech, all members of ComStar are at least familiar with the

maintenance of their equipment, granting them a d6 in Repair. There’s Always an HPG: On nearly every world colonized by humanity, ComStar or Word of Blake runs an HPG, and if the other one is there, they assuredly have spies within their ranks. In fact, the only place they have nobody in is the Clans, who run their own HPGs. While not in Clanspace (including occupied Clan worlds in the Inner Sphere), members of ComStar and Word of Blake have all the benefits of the Contacts edge.

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Draconis Combine

Archenemies of the Federated Suns, proud samurai of the stars, the Draconis Combine is a heavily feudalistic society founded on the ideals of ancient feudal Japan. Ruled by the Coordinator, the Combine is one of the most powerful Successor States, and sees itself as the proper heir to the Star League.

The Code of Bushido: All members of the Draconis Combine are ruled by the complex honor code of ancient Japan, and so all members of the society are considered to have the hindrance Code of Honor. Further, this obsession with ancient Japanese traditions has lead to widespread practice of martial arts, granting a d6 in Fighting to individuals from the Combine.

Ancient Grudges: The long history of the Combine and obsession with

complex honor has ignited more than one blood feud throughout its history. People from the Combine have the minor hindrance Vengeful, though the resolve to keep these grudges and see them through grants members of the Combine the Strong Willed edge.

Federated Suns

A strong as the Draconis Combine, but with a bent towards the western values of chivalry and honor, the Federated Suns is a ruled overall by the First Prince, a position with some check and balances on its power, while planetary governments are frequently elected

representative governments. One of the freest societies in the Inner Sphere, the Federated Suns believes itself to be a bastion of freedom, civilization and right ways.

Always on the Line: Citizens of the Federated Suns believe themselves to be great upholders of traditions of

freedom, and are always ready to jump out to help the downtrodden. Collectively, they suffer from the Heroic hindrance.

Fortune Favors the Bold: While often seen as poking into affairs they should not and often taking greater risks than others, something often seems to smile on them and give them a little help even at the worst times. To reflect this, whenever someone from the Federated Suns spends a bennie to reroll a failed skill check, they add +2 to the reroll.

Federated Commonwealth

A super-state formed by the union of the Federated Suns and the Lyran Commonwealth in the 3030s, the Federated Commonwealth defined the political landscape of the first half of the 31st century. However, it is still to new (or did not

last long enough) to truly define its own culture and people. Citizens of the

Federated Commonwealth can choose to use either of the Federated Suns or Lyran Alliance/Commonwealth Origins, regardless of which member state they came from.

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Lyran Alliance/Commonwealth

The economic powerhouse of the Inner Sphere, the Lyran Commonwealth (later, briefly, called the Lyran Alliance), is loosely ruled by the Archon through a vast quantity of nobles, leading to major differences between the governments from a region to region and even world to world basis.

Money, Power and Prestige: The Lyran

Commonwealth runs on money and politics, more so than any other realm. Most from the Lyran Commonwealth are concerned with money in some way, shape are form, and so generally suffer from the minor hindrance Greedy. However, the realm’s constant wheeling and dealing leads to considerable experience with negotiations, even for common folk, giving them a d6 in Persuasion.

Living the Good Life: The general wealth of the Lyran Commonwealth compared to its neighbors is no small feat; the realm has been an economic

powerhouse since its inception. This manifests in that the general population gains the Rich edge (or, if in a game that abstracts wealth and money they may start with a d6 in one attribute to reflect the higher quality of life). Unfortunately, this has generally made the population soft, making them squeamish about war and threats in general, afflicting them with the minor hindrance Pacifist and a -2 penalty to resist Tests of Will.

Mercenary

Though the standing armies of the Great Houses are vast, they often need to supplement their forces with

mercenary forces. Some of these mercenary companies have existed for generations and so have their own culture that reflects on generations of being soldiers for hire. There are three main types of Mercenary companies, each with their own way of doing things: Heroes for Hire who seek to right wrong, fight to the last and save the civilians regardless of

cost, Soldiers of Fortune who are professional and proper in their contracts, and Ne’er-do-wells who might not be the best money can buy but get the job done,

though you may not like how they do it. A character that uses the mercenary origin must choose to be a Hero for Hire, Soldier of Fortune or a Ne’er-do-well.

Action and Adventure: Mercenaries have frequently seen action all across the Inner Sphere and Periphery, and have seen more than most in their time. This has led Heroes for Hire to embrace fighting for the little guy by gaining the Heroic hindrance. Soldiers of Fortune, who know they are the best and were hired because they are the best, gain the Arrogant hindrance. While Ne’er-do-wells often go overboard and gain the Bloodthirsty hindrance. That said, all this action has made them alert for danger, they gain the Danger Sense edge and a d6 in Notice.

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Held to a Gold Standard: Mercenaries are held to high standards within the Inner Sphere, and rated according to their actions and performance on contracts. Heroes for Hire embrace this, and gain the Code of Honor hindrance; Soldiers of Fortune generally fulfill the contract, but rarely go out of their way to do so and do so carefully and meticulously, and so gain Cautious and minor hindrance Greedy; however, Ne’er-do-wells only want the gold, gaining the major hindrance Greedy. However, mercenaries are some of the

best warriors around, and can choose one skill from the following list to begin play with d6s in: Driving, Fighting, Gunnery, Mech Piloting, Piloting, or Shooting. Free Rasalhague Republic

A state originally conquered by the Lyran

Commonwealth and the Draconis Combine, before it finally managed to reform for a brief time before then being mostly conquered by the Clans, Rasalhague has a hard history. A strong Swedish current to its society was tempered by many years of Combine rule. Ruled by a parliament and led by an elected Prince, the people of Rasalhague have a strong sense of independence and a great love of country.

Constant Troubles: People of Rasalhague remember its difficult founding and betrayal by mercenary companies whose contracts had inconveniently lapsed. Due to this, all citizens display visceral hatred towards mercenaries, taking the form of a minor Quirk. Of course, this was only the first of their troubles; to the point where characters from Rasalhague start with one less bennie per session, though they can still take the “Luck” and “Great Luck” edges, ending up with three or four bennies per session.

Jarls of Iron: All this difficulty has led the citizens of Rasalhague to never break and always soldier on, making contacts throughout their society; they gain the Strong Willed edge and a d6 in Streetwise.

Free Worlds League

Internally divided, externally united, the Free Worlds League is technically a representative

federation that has existed in an official state of emergency since the fall of the Star League under the Captain-General. All these internal power struggles generally make the Free Worlds League more insular than the other Successor States, and people are often

more loyal to a specific member unit of the Free Worlds League than to the League itself.

Locally Focused: People from the Free Worlds League tend to be up to date on events happening within their realm, but are likely to be unaware of what is happening to their neighbors. They take a -2 penalty on any Knowledge rolls and Common Knowledge rolls that deal with the history and events outside of the Free Worlds League.

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Wheeling and Dealing: The Free Worlds League is almost as open and free as the Federated Suns, though it varies from member state to member state. Further, long traditions of elective representation permeate the culture, leading everyone from the League to gain a d6 in Persuasion and a d6 in another skill of their choice. St. Ives Compact

A region that broke away from the Capellan Confederation during the 4th

Succession War and now closely allied to the Federated Commonwealth, the St. Ives Compact has managed to keep a distinct culture and people, though it may not last for long.

Maintaining Traditions: Despite leaving the Capellan Confederation, the Compact tries to maintain much of the traditional Chinese culture without the totalitarian overlays. As such family, duty and honor are heavily emphasized, granting the hindrance Code of Honor.

Better Lucky and Good: The citizens of St. Ives have historically been in a bit better circumstances than the rest of the Capellan Confederation, their rulers a bit more sane, and they were spared almost all the fighting of the 4th Succession War.

To reflect this bit of extra luck they’ve had over the years, they gain the Luck Edge.

PERIPHERY

Beyond the Inner Sphere lays the Periphery. Less densely colonized than the Inner Sphere and divided among dozens of independent States, from the well

developed and settled Taurian Concordant, to mysterious JàrnFòlk far beyond most of the bounds of humanity. Perhaps there is even more in this region of space than is known, lost colonies from the Star League or even earlier and hidden caches of advanced weapons and LosTec. However, this is also a realm of pirates, petty warlords and limited to no heavy industry, making every day a struggle.

THE CLANS

The Clans provide a unique challenge in role-playing, as either an opponent or for characters. In most Clan campaigns, the GM will want the PCs to be from the same Clan, but even within the same Clan there are stark differences. Unlike Inner Sphere and Periphery characters, Clan characters must take an Origin due to the unique eugenics program of the Clans dividing the society into Freeborns, those born through natural methods, and Trueborns, those bred via the Clans’ eugenics programs and grown in the artificial Iron Wombs. Freeborns are generally looked down upon, but the exact attitude varies from Clan to Clan with some being very open while others extremely oppressive.

The Clans are divided into five distinct castes: Warriors, Scientists, Merchants, Technicians, and

Laborers. The Warriors are the ruling caste, and how important members of the other castes are is reflective of how closely they associate with the warrior caste. Among the warriors, the ones who actually make decisions are those that have

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earned Bloodnames, a surname that indicates they have ensured their place in the Clan eugenics program via honorable trial.

All Clan Trueborn characters come from a specific genetic legacy and are members of a Bloodhouse, those that share this genetic legacy. When creating a Clan Trueborn character, a Bloodhouse should be chosen. If the Bloodnamed Background Edge is selected, or later gained in gameplay, this is the surname the character gains.

Covering the full scope of Clan society is outside the scope of this document, and once again, the BattleTech wiki provides a good starting point to learn more about the Clans.

Origins

Clan Freeborn

Those born of traditional methods within the Clans are known as Freeborns, or derisively as Freebirths, and are generally considered inferior to the eugenically selected and artificial womb grown Trueborns. Freeborns can end up in any caste of the Clans for the most part, from the lowly laborers to the ruling warriors, though they may never become part of the ruling elite of warriors.

Freebirth Stigma: Even among Clans who are open to freeborns there is still a generally hostile attitude. Freeborns have a -2 Charisma when dealing with others within the Clans. Further, Freeborn warriors can never earn a rank higher than Star Captain and may never earn a Bloodname.

Normal Lives: Clan Freeborn, unlike the Trueborn, have what would

considered a more normal upbringing, and spend their childhood and adolescence making friends and meeting people. This grants them the Contacts edge so long as they are within Clan space.

Clan Trueborn Aerospace Pilot

Clan Aerospace warriors are instantly identifiable by their small stature and large, oversized head and eyes. Considered by most to be an unimpressive display of Clan eugenics, they are not without their advantages.

Sibko Training: Like all Clan Trueborns, Aerospace Pilots are raised in sibko, and there they pick up one of the skills their Clan is noted for. Clan Aerospace Pilots may choose one skill from their Clan’s skill list to begin play with a d6 in (see Clan Affiliation Table).

Keen Eyed: Clan Aerospace Pilots are noted for their overly large eyes compared to normal humans. This keen eyesight grants them a d6 in Notice.

Lithe Build: Aerospace pilots are small and quick moving to better react in the harsh environment of space. They gain the Small hindrance as well as start play with a d6 in Agility.

Bound by Honor: As Clan Warriors, an Aerospace pilot is bound by the

traditional honor code of Zellbrigen and automatically gains the flaw Code of Honor: Zellbrigen.

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Clan Trueborn Elemental Warrior

Clan Elementals are an impressive display of the Clan eugenics program. Massive soldiers who wear the iconic Elemental Power Armor, even

outside their metal skin, these warriors are powerful and dangerous.

Massive Built: Elementals are significantly larger than others, and receive a +1 Bonus on size. However, this size is a hindrance if put into the tight confines of a vehicle, Elementals suffers a -2 penalty on any Driving, Mech Piloting or Piloting checks due to being too big for the controls.

Resilient Build: Due to their size and training, Elementals are exceptionally tough, gaining the Background Edge: Brawny.

Sibko Training: Like all Clan Trueborns, Elementals are raised in sibko, and there they pick up one of the skills their Clan is noted for.

Elementals may choose one skill from their Clan’s

skill list to begin play with a d6 in (see Clan Affiliation Table).

Small World: Everything seems small and weak compared to an Elemental Warrior, even an enemy BattleMech. Elementals automatically gain the flaw Overconfident.

Bound by Honor: As Clan Warriors, an Elemental is bound by the traditional honor code of Zellbrigen and automatically gains the flaw Code of Honor: Zellbrigen. Clan Trueborn MechWarrior

Clan Warriors are the most common form of Clan Warrior, and are not far removed from their normal Inner Sphere counterparts. Their real advantage is the vigorous and dangerous sibko training, which trains them to be MechWarriors from a much younger age than any comparable training program.

Sibko Training: The governing attribute for Gunnery and Mech Piloting, skills is treated as if it is one die size higher for the purpose raising skills during character creation and raising skills via XP. Further, they may choose one of their Clan’s skills to begin play with a d6 in.

Bound by Honor: As Clan Warriors, a MechWarrior is bound by the

traditional honor code of Zellbrigen and automatically gains the flaw Code of Honor: Zellbrigen. Further, due to expectations of this code, Clan MechWarriors are

adverse to and less skilled in Mech melee combat than their Inner Sphere counterparts, and suffer a -2 on Mech Piloting to make any physical attacks

(including Charging and Death from Above), though they do not take any penalties when defending against them.

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Clan Affiliation Table

Zellbrigen

The Code of Honor that defines Clan Warriors is known as Zellbrigen. Zellbrigen is complex, and has some specific rules mainly dealing with In Cockpit combat:

Each Point3 will issue a challenge to a different enemy Point. If one side outnumbers the other, then the extra Points on that side will stand aside until one of their comrades is defeated. A Point can challenge more than one unit at a time.

A Point has a right to refuse challenges from Inner Sphere units, especially if underhanded ploys are suspected.4

A warrior has the right to refuse a challenge from a unit of differing weight class if other unengaged units are available.

No artillery or other Area-Effect Weapons shall be employed by either side. Systems that require multiple units to operate, like C3, are forbidden.

Fleeing from combat is prohibited unless granted hegira; a form of honorable withdraw.

Further, a warrior is also expected to not retreat from inferior foes, or to engage his opponent in melee combat, though these are not part of the formal rules of zellbrigen.

As to how Code of Honor governs daily life for a Clanner that varies not just from Clan to Clan, but from Warrior to Warrior. Some Warriors hold to a form of Zellbrigen that embraces their role within Clan society, that as the head of their society it is their responsibility to protect and rule wisely. While other warriors use their position to lord over the lower castes. In general, a Clan that is liberal

1 The Fire Mandrills are internally divided into factions known as Kindraa, each which follows its own interpretation

of Zellbrigen.

2

Originally Liberal, once the Wolves split into the Crusader Wolves and the Wolves-in-Exile the CWs are Conservative while the WiE are Liberal.

3 A Point is defined as a single Mech, two Aerospace Fighters or Vehicles, five Battle Armors or Protomechs, or a

full Squad of unarmored infantry.

4

This only applies post the Battle of Tukayyid in 3052.

Clan: Associated Skills: Attitude to Freeborns: Adherence to Zellbrigen:

Blood Spirit Repair, Streetwise, Survival Liberal Strict

Burrock Gambling, Stealth, Streetwise Liberal Loose

Cloud Cobra Knowledge (Religion), Persuasion, Piloting Liberal Loose

Coyote Hacking, Knowledge (Science), Repair Liberal Strict

Diamond Shark Gambling, Persuasion, Streetwise Liberal Loose

Fire Mandrill Fighting, Intimidation, Taunt Conservative Varies1

Ghost Bear Fighting, Survival, Tracking Liberal Strict

Goliath Scorpion Gunnery, Fighting, Survival Liberal Strict

Hell’s Horses Driving, Gunnery, Knowledge (Battle) Liberal Loose

Ice Hellion Notice, Stealth, Taunt Conservative Loose

Jade Falcon Intimidation, Mech Piloting, Persuasion Conservative Strict

Nova Cat Gunnery, Knowledge (Mysticism), Persuasion Conservative Loose

Smoke Jaguar Gunnery, Intimidation, Mech Piloting Conservative Strict

Snow Raven Persuasion, Repair, Survival Conservative Loose

Star Adder Investigation, Knowledge (Battle), Notice Liberal Strict

Steel Viper Fighting, Intimidation, Survival Conservative Strict

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towards Freeborns will embrace a more benevolent approach, while ones that are conservative towards Freeborns will act more arrogantly.

How strictly this Code is held to varies from Clan to Clan as well, some Clans hold to a more loose form of Zellbrigen, only using it when fighting other Clanners and taking every opportunity to push it to its limit, while others hold to it strictly, even against opponents who they should probably break it against.

W

ILDCARD

S

E

DGE

Wildcards often have a knack above and beyond the normal for pilots and soldiers. Years of fighting and piloting their machines have led them to be able to better control their vehicles and know just where to place their shots. As Wildcards they gain a bonus to any skill or trait rolls made while on Mech Scale:

Experience Tier: Bonus:

Novice +0 Seasoned +0 Veteran +1 Heroic +1 Legendary +2

H

INDRANCES

Legendary Defeat (Major/Minor)

This Edge cannot be taken by Novice characters, but may be taken when creating a character with higher than Novice XP, or it may be gained during gameplay.

You have suffered a terrible and widely known defeat that not only was a military fiasco, but also one that impugned your honor and forever stained your reputation. If your defeat is known you are treated with suspicion and your ideas are generally ignored while planning, and you may not be allowed honorable positions in battle or social situations, as well as taking a -2 penalty to Charisma.

This is a Minor hindrance in the Inner Sphere and Periphery, which tend to be more forgiving, and a Major hindrance among the Clans, where such a defeat may earn you the title dezgra, honorless and effectively end your career.

This Edge can only be bought off after ten years in game or after a glorious victory in the face of overwhelming odds.

Transit Disorientation Sickness (Minor)

Travelling faster than light instantly is an unsettling experience. Most people report various feelings of unease, ranging from startling to seeing the universe spread out and then compressed to a single point. However, some people experience much more than simple discomfort, and instead become debilitating sick.

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When making a hyperspace jump, you suffer from TDS. For the next day you generally feel nauseous and ill, suffer severe migraines, or are otherwise

debilitating sick. You take a -2 penalty on all rolls until you get a full rest.

In a campaign focusing on Jumpships and exploration, this Hindrance may be considered Major at the GM’s discretion.

Sheltered (Major)

You have been fortunate in your upbringing and brought up on a world or in circumstances generally isolated from the normal chaos of the Inner Sphere or Periphery. Of course, this has led to a lack of knowledge of the events of the worlds around you. You may not make any Common Knowledge rolls outside of your homeworld.

This hindrance is especially useful to people new to the BattleTech setting to help them introduce themselves through their character to the expansive universe. This hindrance may be replaced with another major hindrance at any time. Clan characters may not take Sheltered.

Sleeper Agent (Major)

Sometime in the past one of the various intelligence agencies caught up to you and put you through subtle indoctrination and brainwashing. For now, your programming is lying dormant until activated. Upon activating, the character gains the hindrance Oath (Major) to the intelligence service and will attempt to fulfill their mission. Upon completion of the assigned mission, the Oath Hindrance is lost until the Sleeper Agent is again reactivated.

B

ACKGROUND

E

DGES

Bloodnamed

Prerequisites: Clan Trueborn Origin, GM Permission

Benefits: You have proven yourself to be one of the best Clan Warriors in a Trial of Bloodrite, and earned a surname, known as a Bloodname, in the Clans. This honor ensures that your genetic heritage will be passed on to future warriors of your Clan, and grants you +2 Charisma when dealing with other Clanners. Further, you are treated as the superior officer when dealing with other Clan Warriors of equal rank who do not have a Bloodname, and may gain rank above Star Captain. Finally, earning a Bloodname allows the character to sit on their Clan Council, and vote on matters governing the Clan, and makes them eligible for special ranks within the Clan, such as Khan, saKhan, Oathmaster and Loremaster.

If not taken at character creation, this Edge may only be gained in gameplay via a Bloodname Trial. If gained in this manner, it does not cost an advance.

Manei Domini

Prerequisites: Vow (Major): To serve the Word of Blake, GM Permission

Benefits: You ignore the penalty for having a Small Cockpit. Further gain a +1 on Mech Piloting and Gunnery.

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N

EW

E

DGES

Arc Master

Prerequisites: Smarts d8, Gunnery d8 Benefits: You no longer take a penalty for indirect firing.

Deadeye

Prerequisites: Seasoned, Gunnery d8, Notice d6

Benefits: Once per turn while in Mech Scale combat when you miss with a weapon group, you may immediately make a

Gunnery roll at -2 at the same target. If this second roll would hit the target, choose one weapon from the weapon group and

treat it as if it had hit. This attack does not threaten critical hits on raises and may not be used with weapons that roll on the Cluster Hits Table or any weapon that fired more than one shot in the turn.

Improved Deadeye

Prerequisites: Veteran, Deadeye, Gunnery d10

Benefits: You no longer take a -2 penalty when using the Deadeye Edge. Design Quirk

Prerequisites: d6 Repair

Benefits: Your gain a pool of 2 Design Quick Points to spend on Quirks for your vehicle. You may take this Edge multiple times, each time adds 2 more points to your pool.

Enhanced Mech Melee

Prerequisites: d8 Mech Piloting, d8 Fighting Benefits: When making a melee attack you add +2 on your Mech Melee rolls.

BattleMech Frenzy

Prerequisites: Enhanced Mech Melee, Seasoned, Mech Piloting d10

Benefits: You make two swift physical or melee attacks with the same weapon or limb on your Mech against a single target. You roll two Mech Melee attacks and one Wild die, taking a -2 on all rolls.

Improved BattleMech Frenzy

Prerequisites: Veteran, BattleMech Frenzy

Benefits: You ignore the -2 penalty when making a BattleMech Frenzy attack.

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Focused Fire

Prerequisites: Seasoned, Agility d8, Gunnery d10

Benefit: Once per turn when rolling to determine the hit location of a non-cluster weapon, roll 3d6 and select which two die determine the location.

Gunkatta

Prerequisites: Seasoned, Gunnery d8, Mech Piloting d10

Benefit: You may make attacks with weapons mounted in limbs the same round you make a melee attack.

It's Cool

Prerequisites: Seasoned, Mech Piloting d8, Wildcard Benefits: You immediately dissipate heat when dealt the Joker as if it was the end of your turn. This is in

addition to normal end-of-turn heat dissipation. Knife Fighter’s Focus

Prerequisites: Agility d8, VCS d8

Benefits: During your turn, while in Mech scale combat you may choose one target within five hexes; increase your defenses by one for attacks from that target. This

bonus expires at the same time as Movement Bonuses to Defense. Improved Knife Fighter’s Focus

Prerequisites: Knife Fighter’s Focus, Seasoned

Benefits: The defense bonus against your selected target increases to two, or you may designate a second target and receive and increase your defenses by one against attacks from both.

Mech Ambush

Prerequisites: d6 Stealth, VCS d6

Benefits: You may make a Stealth check without shutting down so long as you do not move for one turn.

Mech Infiltration

Prerequisites: Mech Ambush, Seasoned

Benefits: You may make a Stealth check so long as you only walk in a turn. Silent Running

Prerequisites: Mech Infiltration, Veteran, VCS d10

Benefits: You may make a Stealth check while running, even without cover.

Out of the Blue

Prerequisites: Silent Running, Heroic

Benefits: You may make a Stealth check while jumping, even without cover.

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Mech Block

Prerequisites: Seasoned, d8 Agl

Benefits: When hit you may make a Piloting Roll with a TN of the enemy's Gunnery or Melee roll. If you succeed you may change the location of damage to one adjacent location.

Mech Marksman

Prerequisites: d8 Gunnery, Smarts d8

Benefits: When you do not move, you ignore one point of penalty on attack rolls from cover or range.

Improved Mech Marksman

Prerequisites: Seasoned, Mech Marksman, Gunnery d10

Benefits: When you do not move, you ignore ranged penalties to attack rolls. Further, if you only walk or move cruise you ignore one point of penalty on attacks rolls from cover or range.

Run and Gun

Prerequisites: d8 Agl

Benefits: Running in a Mech or moving Flank speed in a vehicle, no longer applies a penalty.

Shot on the Run

Prerequisites: Run and Gun Benefits: You may attack at any point during your movement in a Mech or Vehicle, as opposed to before or after moving.

Grasshopper

Prerequisites: Run and Gun, Seasoned

Benefits: Using Jump Jets no longer applies a penalty. Smooth Operator

Prerequisites: d8 Agility

Benefits: When attempting to stand, you may automatically stand for 1 movement point rather than 3. In addition, gain a +2 bonus on Piloting Skill checks to prevent falling in a Mech.

Stop Blowing Holes in My Ride Prerequisites: Seasoned

Benefits: When spending a Bennie to force a reroll on the critical hit table, instead force two rerolls, using the better of the results in place of the original roll.

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Tracking Fire

Prerequisites: Heroic, d10 Gunnery

Benefits: When firing at an enemy, you may spend a chip to move a hit from a limb inwards to the appropriate torso section. This edge cannot be used if it would result in the hit striking the center torso, and it must be used before any critical hit rolls are made.

Tracking Trigger

Prerequisites: d8 Gunnery

Benefit: If you're firing more than one weapon group and you first weapon group misses, you gain a +1 bonus on the next Gunnery roll.

Tough in the Cockpit Prerequisites: Vigor d6

Benefits: You may immediately make a spirit roll to avoid becoming shaken when your Mech’s head is hit or due to an ammo explosion.

Trademark Ride

Prerequisites: Seasoned, VCS d8, 5 missions run in your vehicle

Benefits: So long as you are in your, specific, personal vehicle (not just one of the same class) you get a +1 bonus on Gunnery, Mech Piloting, Mech Melee,

Piloting, and Driving as appropriate. If you get a new vehicle, or your old one is destroyed, you may transfer the benefits of this edge (and any edges tied to it) to a new vehicle after running three to five missions in it (GM’s discretion).

Improved Trademark Ride

Prerequisites: Veteran, Trademark Ride Benefits: So long as you are piloting your

Trademark Ride, you get a +1 bonus to your Defense. Legendary Warrior

Prerequisites: Legendary, Improved Trademark Ride, GM Permission Benefits: When you first fire at an enemy while in your Trademark Ride the target must make a Spirit roll or be Shaken. Further, add +2 to Charisma, as you are well known warrior who people either respect, or fear.

W

EIRD

E

DGES

Phantom Mech

Prerequisites: Heroic, Spirit d10, GM Permission

Benefits: At the start of your turn you may take an action to make a Spirit roll. Add the result to your unit’s Defense until the start of your next turn.

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M

ODIFIED

E

DGES

These Edges are from normal Savage Worlds that have special case applications in Savage BattleTech.

General Edges

Ace

Checks made on Mech-scale do not benefit from the Ace profession edge. MacGuiver

Benefits: This edge allows a person making repairs to use parts from across technological base to repair damaged weapons systems.

LEADERSHIP EDGES

Due to the advanced communication equipment on BattleMechs, the leadership default “command radius” (SWDE 37) is 7 spaces. Further, all units connected by C3 or C3i systems are considered to be in the command radius.

Command

Benefits: In addition, when allies within the

Command Radius spend a bennie to force a reroll on the Critical Hits Table, the new roll takes a -1

penalty.

Command Presence

Benefits: This edge extends the “command radius” from 7 to 14 spaces while in Mech-scale combat.

Fervor

Benefits: In addition, allies within the

Command Radius add a +1 bonus on critical confirmation rolls.

Hold the Line!

Benefits: In addition, apply a -1 on Critical Confirmation rolls against allies in the Command Radius.

Inspire

Benefits: In addition, when allies within the Command Radius spend a bennie to force a reroll on the Critical Hits Table, the new roll takes a -2 penalty. This replaces the benefit from Command.

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B

ASIC

M

ECH

S

CALE

O

VERVIEW

The rules presented here are the absolute bare bone essentials for playing Savage BattleTech and allowing player characters to pilot BattleMechs. This

section provide rules specifically for “in-cockpit” combat referred to as “Mech Scale”, which is done generally on the BattleTech scale with BattleTech damage and record sheets and often on BattleTech hex grid battle maps (though miniature combat is possible).

It is strongly suggested that players first master the rules provided in this section before including the Advanced Mech Scale rules, as this section covers all that is necessary for basic Mech on Mech combat.

G

ENERAL

C

ONVERSION

Unless otherwise noted, most bonuses and penalties from BattleTech can be converted to Savage Worlds by simply multiplying by -1; in other words a -1 bonus on a Piloting Skill roll becomes a +1 bonus on a Mech Piloting check. The inverse also holds true for penalties, where a +1 penalty on Gunnery Skill rolls would become a -1 penalty on Gunnery checks unless otherwise noted. Many of the BattleTech tables have already been converted and provided. If the modifier does not appear there use this conversion convention.

T

URN

O

RDER

Initiative in Mech Scale is determined as per Savage Worlds rules. BattleTech turn order is not used.

A Savage BattleTech turn on Mech Scale can be divided into three main phases: Initial, Action and End. In the Initial phase, all heat penalties are

determined and applied. In the Action phase, the character takes all their actions. The player may move their unit at any time during this phase, but can normally only take other actions before or after movement is complete. In the End phase the Defensive values are calculated, heat buildup due to damage is applied and then cooling is resolved.

P

ILOTING

PILOTING SKILL CHECKS:

Certain events force a pilot to make a VCS skill check. This is made against the standard Target Number (TN) of 4. However, damage to a Mech, terrain and other circumstances can affect penalties to the check either modifying the Mech Piloting roll or the TN.

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M

OVEMENT

Most vehicles have two movement types each given a numerical value; for Mechs these are Walk and Run while for vehicles they are Cruise and Flank. A unit must choose what type of movement it is using when it begins moving, after that is chosen, the unit can move up to the number of hexes that is indicated by the

Walking/Cruise or Run/Flank value. Unlike normal BattleTech, turning and changing facing do not cost any extra movement; however, if a unit has no

movement points at the start of its turn (due to damage or heat), it cannot change facing that turn. Moving is free and does not count as an action; however, if the pilot decides to move at Run or Flank they take a -1 penalty on all other rolls made in the round.

Friendly units cannot move through a hex occupied by an enemy unit, but can move through an allied unit’s space.

Some Mechs and Vehicles have jump jets as standard equipment. These devices allow the unit to jump through the air ignoring normal terrain penalties and even moving through hostile vehicles’ hexes. When jumping any further rolls made by the pilot takes a -2 penalty.

When a Mech is knocked over due to damage or other circumstances, the pilot must spend 1 walking movement point and make a Mech Piloting roll. On a

success, they upright their Mech, on a failure they do not. Alternatively a pilot can spend 3 walking movement points or its entire walk MP if it has less than 3 to stand without the piloting roll. Once the Mech is standing, any remaining walk movement points can be expended to move, though the unit cannot Run or Jump.

Otherwise, movement is handled as per BattleTech rules.

D

EFENSE AND

A

TTACKING

All units have a Defense stat. Their base Defense is calculated by taking the relevant VCS, dividing it by 2 and then adding Edge bonuses.

In a given turn, however, more can be added to this value, giving the unit a higher Defense in any given round. The primary value that is added is the unit’s movement defense bonus. When units move a certain amount, they gain a bonus to defense as follows:

Distance Moved: Defense Bonus:

0 - 4 +0 5 - 6 +1 7 - 8 +2 9 - 10 +3 11 - 12 +4 13 - 14 +5 15+ +6 Jumped +1 Additional

This bonus lasts until they move again or until the end of their next turn, upon which time it is recalculated. A unit on hold loses its movement bonus to

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defense when its card comes up on the next round; a joker is treated as a Two of Clubs for this purpose.

A unit that uses Jump Jets adds an additional +1 to their Defense value in addition to the bonus gained from the distance moved.

ATTACKS AND DAMAGE:

All ranged attacks using weapons mounted on a Mech or vehicle are resolved with a Gunnery roll vs Defense. Charging and Death from Above attacks are

resolved with opposed VCS rolls.

Punches, Kicks and Mech mounted melee weapon attacks are resolved with a roll of Mech Piloting -2 against Defense. All of these attacks are modified by the

appropriate circumstantial modifiers as listed in attack modifier tables (see below and Appendix A).

If the attack is equal to or

surpasses the Defense score, but is not a raise, the weapon deals its damage to the appropriate location as determined by rolls on the Hits Location Table. Unlike normal BattleTech, damage is inflicted when the attack is made.

When a Mech takes enough damage, it may fall over and become prone both due to the sheer amount of force it was hit with as well as the sudden change in weight due to loss of armor and mass. A bipedal Mech can take 40 points of damage in a single turn before it falls over, while a quadruped Mech can take 60 points of damage. If a quadruped Mech loses a leg, this threshold drops to 40.

If damage would result in a wildcard pilot being killed, the pilot immediately gets an Agility roll. On a success, the pilot survives, but their unit is “combat killed”, and they are treated as an individual infantry unit on Mech Scale. On a failure the pilot survives and is in the space behind their vehicle, but is

Incapacitated with Four Wounds per Savage Worlds rules.

CRITICAL HITS

Within Savage BattleTech, there are three types of Critical Hits chances that can occur. The first is a Penetrating Critical Hit, which may happen when a Hit with a Raise is rolled by an attacker, this type of Critical may only occur to Mechs; Vehicles and Infantry are immune to Penetrating Critical Hits. The second type is a Location Critical Hit, which may happen when a specific location is rolled on the Hit Location Table (typically from the roll of a 2 on the Hit Location Table). Finally there is a Structural Critical Hit, which may happen any time a unit takes internal structure damage. For Penetrating Crits each Raise after the first you add a +1 bonus on the roll on the Critical Hits Table. All circumstances that cause critical hits are cumulative, so if an attack hits with a raise, rolls 2 on the Hit Location and does inner structure damage to the target, three separate rolls on the Critical Hits Table are made. Critical Hits are resolved in the order they are inflicted after damage is applied: a Penetrating Crit is resolved first, then a Location Crit, and finally a Structural Crit. All crits are lost if the section is destroyed by damage.

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Design Note: Weapon Groups In BattleTech each

weapon’s attack is calculated separately and individually. Very early in design, we determined that doing this in Savage BattleTech would both cause confusion concerning actions and multi-action penalties, as well as greatly slow down game play. The solution was drawn from the portrayal of triggering weapons from the MechWarrior video games and occasionally references in the BattleTech novels: grouping weapons to be fired together.

Design Note: Quicktrigger Up until Revision 8 of the rules, there was an Edge known as Quicktrigger that allowed the firing of two weapon groups without taking a multi-action penalty. It had become obvious through play testing to us that this Edge was basically essential to speedy game play, between heavier Mechs needing it to fire all their weapons with no

penalties, to giving more options to Mechs with only a handful of weapons; most characters had it. This lead to the functionality of the rule: the firing of a single weapon group without it causing a multi-action penalty, to be made into a core mechanic.

If a critical hit occurs it is recorded on the critical hit location table on the record sheet and damage marked appropriately, and any other effects from the critical hit are immediately applied.

A Bennie can be spent to force a reroll on the Critical Hits Table from any of the types of Critical Hits, and the roll resulting in the fewest critical hits is always used.

W

EAPONS AND

W

EAPON

G

ROUPING

:

BattleMechs carry many varied weapon systems, which often have different ranges and effects. Firing all these weapons individually are an arduous task in the middle of combat, so pilots group weapons together to allow quicker and easier

triggering.

WEAPON GROUPS:

Up to six ranged weapons can be placed in one weapon group and fired together with no penalty. However, the ranges of the weapon group are considered to be the ranges of the weapon with the shortest range in the group. If a weapon

grants bonuses to hit, like Pulse Lasers, the benefit is only applicable if all the weapons in a group all grant the same bonus; however, if any one weapon grants a penalty to hit, including from damage, it is applied to the entire group. When you hit with a weapon group, each weapon's hit location is determined separately by rolling on the hit location table. If the attack group threatens a Penetrating Critical, the most damaging single hit location weapon in the weapon group is

considered to have threatened, if multiple weapons are tied for the single largest hit, or if all the weapons deal identical damage, the first hit location rolled is threatened with the critical hit.

Firing a single weapon group is free and does not count as an action. So pilots can fire a weapon group and take other actions, like Taunt, make a Skill check, call in an artillery strike or fire a second

weapon group. Firing a second weapon group is considered an action, so you can fire more than two weapon groups or fire two weapon groups and take another action in a given turn by taking a multi-action penalty. However, any single weapon can only be fired once per turn.

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If a weapon group goes beyond six weapons, and they are all the same type of weapon they can still be fired as one weapon group; however, trying to orient that many weapons is difficult, and even then some of the weapons may still miss. When such a weapon group hits, roll on the cluster hits table to determine how many weapons actually hit the target, and then roll locations as normal.

WEAPON MODIFIERS:

All weapons have three range brackets, Short, Medium and Long, that carry with them benefits or penalties for firing. These modifiers are similar to those in BattleTech, but due to the system differences, are slightly different. Further other circumstances may affect the Gunnery roll, as determined by a wide variety of circumstances. It can seem intimidating at first, but the vast majority of these modifiers are highly situational. If the tables provided in this document do not show the modifiers

needed, use the General

Conversion Rule and apply them as necessary, though nearly all common modifiers have been accounted for.

For weapon modifiers, ones that add to “Mech Piloting” rolls only apply when making physical attacks with those weapons, and they do not apply to any other Mech Piloting rolls.

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Physical Attack Modifiers

Mech Damage

Shoulder Hit No punching or physical weapon attacks with arm,

no clubbing attacks, -2 to pushing attacks (each)

Arm actuator hit (each) -2 to punching and physical weapon attacks with arm; half damage for

punching with arm

Hand actuator hit -1 to punching attach with arm; no clubbing attacks; no physical weapon

attacks

Hip actuator hit No kicking attacks

Leg actuator hit (each) -2 to kick attacks and half damage from affected leg

Foot actuator hit -1 to kicking attacks with that leg

Target

Infantry -3 on kicking and DFA attacks

Large Vehicle or Grounded Craft +2

Range Modifiers:

Minimum Range -1 Per Space At or Below the

Minimum

Short Range ±0 on Gunnery Skill Rolls

Medium Range -1 on Gunnery Skill Rolls

Long Range -2 on Gunnery Skill Rolls

Weapon Modifiers:

Autocannon Ammo:

LB-X Cluster Munitions +1 on Gunnery Skill Rolls Precision Munitions +1 on Gunnery Skill Rolls Lasers:

Heavy Lasers -1 on Gunnery Rolls

Pulse Lasers +1 on Gunnery Rolls

Missiles:

MRMs -1 on Gunnery Rolls

Rocket Launchers -1 on Gunnery Rolls

Melee Attacks

Backhoe -1 on Mech Piloting Rolls

Club +1 on Mech Piloting Rolls

Combine +2 on Mech Piloting Rolls

Hatchet +1 on Mech Piloting Rolls

Heavy-Duty Pile Driver -2 on Mech Piloting Rolls

Kick +2 on Mech Piloting Rolls

Mining Drill +1 on Mech Piloting Rolls

Retractable Blade +2 on Mech Piloting Rolls

Rock Cutter -1 on Mech Piloting Rolls

Sword +2 on Mech Piloting Rolls

Wrecking Ball -1 on Mech Piloting Rolls

Equipment:

Targeting Computer +1 on Gunnery Rolls for

non-missile weapons

Attacker Conditional Modifiers

Ran/Flank -1 on all other rolls

Jumped -2 on all other rolls

Prone -1 Gunnery on non-Quads

Skidding -1 on Gunnery

Indirect Fire -1 on Gunnery

IndustrialMech -1 on Gunnery

Targeting Dropship +2 on Gunnery

Target Conditional Modifiers

Prone +2 from adjacent,

-1 otherwise

Immobile +4

Skidding -2

Airborne unit at Alt. 1

(Attacker in flight path) -1 Airborne unit at Alt. 1

(Attacker not in flight path) -3

Mech Damage for Attacks

Sensor Hit -2

Shoulder Hit -4, overrides arm actuator

damage

Arm Actuator Hit -1 per actuator

Terrain Modifiers

Light Woods -1 per intervening hex,

-1 if target is in hex

Heavy Woods -2 per intervening hex,

-2 if target is woods

Depth 1 Water -1

Depth 2 Water -2

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SAVAGE BATTLETECH

29

A

DVANCED

M

ECH

S

CALE

O

VERVIEW

The rules presented in this section are for more advanced play using various special equipment and units from BattleTech. It is suggested that players first master the Basic Rules before using all the advanced equipment and expanded units from this section. These rules are not considered optional, as they cover specific actions that can be taken by players in the field or matter for specific types of units and equipment.

The following rules are presented in alphabetical order.

A

RTILLERY

:

Even in BattleTech when the going gets tough, the tough call for artillery. To do this artillery must first be available to be called in as a unit in the battle. With the exception of TAG Guided Arrow IV missiles, most artillery is called onto a specific hex. When a spotter calls in an artillery strike they immediately make a Gunnery (or

Shooting in the event a ProtoMech or Infantry unit is calling in the strike) skill check that is unmodified by Edges or abilities that would normally modify the check. It is further modified by the following conditions:

Condition: Modifier:

Spotter Does Not Have Line of Sight to Target Hex -1

Spotter is Effected by an ECM field -2

Spotter can use a TAG to spot on the target hex +1

Spotter has called a strike on the hex before and missed +1 per

Spotter has Satellite Telemetry +2

If the check fails, the artillery is still called in, but it drifts off target. The direction of the drift is determined by rolling 1d6, with a result of one being towards the artillery, a result of 2 being one hex clockwise from the result of 1, etc. The distance of the drift is determined by rolling 1d8 and adding the amount by which the call failed by. On a normal success, the artillery still has some drift. Direction is determined as above, but distance is instead determined by rolling 1d4-1. Drift dice do not ace. On a success with a raise, the artillery strike lands precisely on the targeted hex. Once the targeted hex is successfully struck, and so long as a new hex has not been targeted, artillery strikes can be called on that hex without making the Gunnery check or having any drift.

Next transit time must be determined as artillery can take significant amounts of time to get from the firing position to the targeted area. For artillery that is on map, there is no appreciable transit time, the artillery arrives in the same round it was fired. For off board artillery, the following travel times apply:

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SAVAGE BATTLETECH

30

Number of Maps: Rounds:

1 – 8 1

9 – 15 2

16 – 21 3

22 – 26 4

27 – 30 5

Once the number of rounds is determined a d6 is placed on the map where the strike will hit with the number of rounds until the strike face up. At the start of each new round, reduce the die by one, when the die can no longer be counted down, resolve the artillery strike.

B

ATTLE

A

RMOR

Battle Armor in Mech Scale is generally at a severe disadvantage

compared the heavier armed and armored BattleMechs. Unlike a Mech, however, Battle Armor always works in squads of between four and six. Battle Armor moves as normal in BattleTech, though they can freely mount an allied unit when it moves through their hex even if they have not acted or already acted in that round of combat.

In the event that a Wildcard is a member of a Battle Armor squad, they are not assigned as a specific individual within the unit record sheet; rather, the Wildcard is always the last member of such a squad to be destroyed.

For the purposes of Edges and rolls, the entire squad of Battle Armor is

considered to be a part of the Wildcard character while in combat on Mech Scale. All trait and skills are rolled as if rolled by the Wildcard. A Squad of Battle Armor, for instance, would only make one Shooting roll for the entire unit, and, if led by a Wildcard, roll a Wild Die along with all their skill rolls.

Swarm attacks by Battle Armor is resolved as a Fighting attack vs VCS. If the Fighting attack succeeds with a raise, the swarm may immediately deal swarm damage to the enemy unit.

Battle Armor, because of its nature as a worn rather than piloted piece of equipment, do not have special skills required for its use. Ranged attacks using all weapons utilize the Wildcard’s Shooting Die. Swarm Attacks against larger vehicles use the Wildcard’s Fighting Die.

When on Mech Scale, a Battle Armor squad has a Defense calculated by taking the Wildcard’s Agility, dividing it by 2 and adding 1. All Gunnery and Piloting based attacks are resolved against this value, as well as Battle Armor on Battle Armor melee attacks.

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SAVAGE BATTLETECH

31 In the event the last member of a Battle Armor squad is destroyed, the

Wildcard makes an Agility roll. On a success, the Wildcard survives, but is “combat killed”, their equipment destroyed, and they can only move one space of movement on Mech Scale a turn under their own power though an ally vehicle could pick them up and carry them with them. On a failure the Wildcard survives, but is

Incapacitated with Four Wounds per Savage Worlds rules.

Rules for Battle Armor on Savage Worlds scale is provided in Equipment chapter of this document.

E

LECTRONIC

W

ARFARE

Electronic Warfare is not unheard of on the fields of BattleTech. From brute force methods like saturating all common radio channels with the wailing of bagpipes, to more subtle methods designed to confuse a single enemy’s IFF

transponder, many different methods are available for warriors to disrupt and dismay their enemies.

To engage in Electronic Warfare on Mech scale, a vehicle must be equipped with

Communication Gear and have the pilot must have the Electronics skill. Each ton of Comm. Gear the vehicle carries grants one power point per turn to be used on a specific list of powers. Some of these powers further require the unit to mount either an ECM (ECM Suite or Guardian ECM) or Probe (Active Probe, Beagle Active Probe or Light Active Probe). For the purposes of activating powers, any device that has or can function as an ECM or Probe counts for these. Advanced versions, the Angel ECM or the Bloodhound Active Probe, as well as duplicate of the base units grant a +1 bonus on Electronics checks that they are tied to. If an ECM is being used to activate a different system (for instance Stealth Armor) it cannot be used in EW attacks and grants no benefit.

EW powers can be divided into three main types: Scan, ECM and

Networking. Scans are powers that require a Probe and generally grant bonuses to allies. ECM are powers that require an ECM unit and generally debuff enemies. Networking powers require no special equipment, and generally grant bonuses to allies. Beyond these distinctions, EW powers have two main forms of targeting: Pings and Bubbles. A Ping affects a single unit (this may be a little as a single BattleMech or as large as entire squad of Power Armor), while a Bubble affects an area around the activating unit. Range is tied to these abilities; a Ping's range is given in normal BattleTech style, with each longer range increment taking the normal penalty for that range. Pings cannot be maintained, but last until the end of the affected unit's next turn. A Bubble's range is a single number, which is the radius in hexes that the Bubble affects. Bubbles normally last for one round, but may be maintained at full cost (including any variables).

(32)

SAVAGE BATTLETECH

32 All powers that are activated against a single hostile target are resolved as VCS vs Electronics, while powers that affect an ally are activated via an Electronics check vs TN 4. When a power has an effect via a fumble, fumbles are defined as the rolling of a 1 on the VCS, regardless of the result of the Wild Die.

ELECTRONIC WARFARE POWER LIST:

Advanced Terrain Mapping Cost: 5

Type: Probe Target: Bubble Range: 4

Effect: All friendly units that start their turn in the radius gain +1 to their Walk/Cruise MP (recalculate Run/Flank accordingly). On a raise, they reduce the cost of leaving a hex by 1 MP, to a minimum of 1 MP. The field can be extended at the cost of 2 PPs per hex, for each additional hex the sustain cost of the power increased by 1.

Area Targeting Jam Cost: 4

Type: ECM Target: Bubble Range: 3

Effect: All friendly units (including the initiator) gain +1 to the Defense. On a raise the bonus is raised to a +2. Further, any attack that passes through a hex affected by Bubble suffers -1 on gunnery, -2 on a raise. The field can be extended at the cost of 2 PPs per hex, for each additional hex. Guidance Enhancement

Cost: 2 Type: Probe Target: Ping Range: 5/10/15

Effect: On a failure missile attacks on the target gain a +1 on their Cluster Hits roll. On a fumble, this increase to a +2 Guidance Interference Cost: 4 Type: ECM Target: Bubble Range: 3

Effect: Missile attacks against friendly units inside the bubble take a -1

penalty on their Cluster Hits roll. On a raise, this increases to a -2. The field can be extended at the cost of 2 PPs per hex. Jamming Field Cost: 3 Type: ECM Target: Bubble Range: 3

Effect: All units within the field may make a stealth check without being shut down. On a raise they gain +2 on the Stealth check. The field can be extended at the cost of 2 PPs per hex. If the field is not maintained, the affect is lost, and units that do not qualify to be hidden without are immediately revealed. Paint Target Cost: 3 Type: Scan Target: Ping Range: 4/8/12

Effect: On a failure, the target takes a -1 penalty to Defense. On a fumble they take a -2.

References

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